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//TODO: When the SessionManager will use the PlayerId from AuthenticationService instead of our current custom GUID, this could be replaced by the host kicking the disconnecting client from the lobby
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m_LobbyServiceFacade.ForceLeaveLobbyAttempt();
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//On a client disconnect we want to take them back to the main menu.
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//We have to check here in SceneManager if our active scene is the main menu, as if it is, it means we timed out rather than a raw disconnect;
@@ -151,7 +171,7 @@ public bool AreAllClientsInServerScene()
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/// <param name="connectionData">binary data passed into StartClient. In our case this is the client's GUID, which is a unique identifier for their install of the game that persists across app restarts. </param>
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/// <param name="clientId">This is the clientId that Netcode assigned us on login. It does not persist across multiple logins from the same client. </param>
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/// <param name="connectionApprovedCallback">The delegate we must invoke to signal that the connection was approved or not. </param>
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